public override void Update(int milli, ScrollEvent e) { base.Update(milli, e); for (int i = 0; i < objects.Count; i++) { if (onScreen(objects[i])) { objects[i].screenPosition = objects[i].worldPosition - screenPos; //System.Console.WriteLine(objects[i].worldPosition + " scree " + screenPos); objects[i].Update(milli); } } }
public void Update(int milli, Input input, ScrollEvent s) { //System.Console.WriteLine(s.isScrolling + " input " + input.playerMoveRight); if (input.playerMoveLeft) { worldPosition -= moveSpeed; currentAnimation = moving; reverseSprite = true; if (!s.isScrolling) { screenPosition -= moveSpeed; } } else if (input.playerMoveRight) { if (!s.isScrolling) { //System.Console.WriteLine(screenPosition); screenPosition += moveSpeed; } worldPosition += moveSpeed; currentAnimation = moving; reverseSprite = false; } else { currentAnimation = standing; } /*if (input.playerJump) jumping = true;*/ // physics.particles[0].position = screenPosition; base.Update(milli); //if(jumping) // screenPosition = physics.particles[0].position; }
public void Update(int milli, ScrollEvent s) { for (int i = 0; i < backgrounds.Count; i++) { backgrounds[i].Update(milli, s); if (i == mainBackgroundIndex) { screenPosition = backgrounds[i].screenPos; } } }
public void Update(int milli, Input input) { ScrollEvent s = new ScrollEvent(); /*if (input.playerMoveLeft) { //ps.turnOff(); //ps2.turnOn(); if (scroll()) { s.scrollLeft(); screenPos = backgrounds.screenPosition; } } else if (input.playerMoveRight) { //ps.turnOn(); if (scroll()) { s.scrollRight(); screenPos = backgrounds.screenPosition; } } else { s.stopScroll(); } */ if (input.playerJump) { Vector2 jump = new Vector2(); jump.Y = -10.0f; jump.X = (player.reverseSprite) ? -5.0f : 5.0f; player.physics.particles[0].velocity += jump; } //backgrounds.Update(milli, s); player.Update(milli, input,s); #region PhysicsUpdate if (milli > 0) { for (int i = 0; i < ps.particles.Count; i++) { ps.particles[i].force += ps.particles[i].mass * new Vector2(0.0f,120.81f); if (ground.testIntersection(ps.particles[i].position) == PointIntersection.ABOVE) { //ps.particles[i].position.Y = 767; Vector2 force = -2000*(2*ps.particles[i].mass*ps.particles[i].velocity)/milli; ps.particles[i].force += force; } } for (int i = 0; i < ps2.particles.Count; i++) { if ((ps2.particles[i].position.Y < (cockInKrisButt.Y + 4)) && (ps2.particles[i].position.Y > (cockInKrisButt.Y - 4))) { if ((ps2.particles[i].position.X < (cockInKrisButt.X + 4)) && (ps2.particles[i].position.X > (cockInKrisButt.X - 4))) { ps2.particles[i].physicsActivated = false; } } } ps.stepSimulation(milli); ps2.stepSimulation(milli); } #endregion }